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kkrieger: Making an Impossible FPS | Nostalgia Nerd
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1,133,380 Views • Apr 23, 2021 • Click to toggle off description
Head to ​www.squarespace.com/nostalgianerd to save 10% off your first purchase of a website or domain using code NOSTALGIANERD.... The 90s and 00s demoscene was filled with incredible sights & sounds for the senses, but none more incredible (in my opinion) than kkrieger; a playable 3D FPS that compacts into just 96KB created by German demo group Farbrausch (theprodukkt). I'm fascinated by this, so it was amazing to get the chance to speak to some of the developers and designers of this monumental release and find out just how and why it was made. #fps #demoscene #kkrieger

Massive thanks to the demoscene legends; giZMo and ryg for their help & resources on this video.
giZMo: twitter.com/chris_muetze
ryg: twitter.com/rygorous

00:00 The demoscene
04:17 Farbrausch pre-kkrieger
07:27 Procedural texture generation
10:04 Integrated ad
10:51 Using external libraries
12:19 Bump maps and meshes
13:30 Tools of the trade (Werkkzeug)
14:36 Character modelling
16:34 Reducing the code size
20:31 Detail work
23:03 Compression
24:38 Gameplay
25:26 kkrieger final
26:47 TheProdukkt is no more
28:01 Credits

🔗Video Links🔗
BreakPoint 04 Site: breakpoint.untergrund.net/2004/general.php
.theprodukkt: web.archive.org/web/20040810211758/http://www.thep…
The Farbrausch way: llg.cubic.org/docs/farbrauschDemos/
Research Gate: www.researchgate.net/figure/The-game-kkrieger-has-…
Breakpoint 2004: breakpoint.untergrund.net/2004/
Assembly seminars '04: web.archive.org/web/20041204090344/http://www.asse…
fiver2's website: www.theunitedstatesofamerica.de/
ryg's homepage: www.farbrausch.com/~fg/
gizmo's website: www.pixelz.de/
"Metaprogramming for madmen": fgiesen.wordpress.com/2012/04/08/metaprogramming-f…
kkrieger interview from 2004: www.gamasutra.com/view/feature/130690/interview_fr…
Interview from 2005: www.gamasutra.com/view/feature/130690/interview_fr…
Github code: github.com/farbrausch/fr_public/blob/master/werkkz…

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Views : 1,133,380
Genre: Education
Date of upload: Apr 23, 2021 ^^


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RYD date created : 2022-04-09T16:52:48.408908Z
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Top Comments of this video!! :3

@Nostalgianerd

3 years ago

11:17 TwEURL O_o Remember to SMASH THAT BELL for more slightly garbled words! (no really, it helps a lot)

1K |

@kb1337

1 year ago

Hey, one of the Kkrieger devs here... There's a bunch of stuff that comes up a lot in the comments, so let's address that :) "Where is this technology nowadays?" It exists. It's called Substance Designer (made by different people than us, and now owned by Adobe), and it's pretty much the same thing we did back then - artist driven procedural texture generation, and used everywhere in games, animated video and VFX. But usually it's used to generate the textures offline, which are then stored as normal images in the game data along with everything else. Which brings us to the next question: "Why aren't games nowadays using it?" Several reasons. The biggest one: It's a giant load of hard, unintuitive work. You can for example easily make a concrete texture with it, but it takes hours and hours of painstakingly tweaking numbers until you arrive at anything worthwhile. You know what's way faster? Going outside, taking a picture of a concrete wall, loading that into Photoshop and tweaking it a bit. And that's not lazy by the way - game devs are already working overtime for months and years, and y'all probably wouldn't want games to take three times as long to develop just to save some HD space. And there's also a technical reason: This tech (ours, Substance, doesn't really matter) is way, WAY slower than just loading an asset from disk. You'd pay for the saved space with ridiculous loading times, and you also can't stream stuff in while the game is running, because generating the textures takes a lot of GPU and would seriously impact frame rate. Imagine the micro stutters everyone's complaining about, just ten times worse. "You're just using the DirectX libraries, that's cheating" Oh great, THAT "point" again. Er, no. As in yes, we're using DirectX (as in Direct3D, DirectSound and DirectInput) but because that's how you get your GPU to draw polygons and run shaders, your sound card to output sound, and how you get input from the keyboard and mouse. That's it. DirectX isn't an "engine", all the meshes, textures, lighting, shadows, effects, music, SFX, etc. come 100% from our code, and the only asset that comes out of Windows is the font used for the menu and HUD (Arial with a bunch of effects on top :) ). If this still had been the DOS days where you had to program the hardware directly, Kkrieger wouldn't perhaps be 96k but still not significantly bigger, and it would only run on one specific model of GPU and sound card. So, no. There's definitely a full engine in there that works similar to what Doom3 did back in the day (direct per-pixel Phong lighting, stencil shadows, etc), just slower, because optimizing for performance would be way more code. "That sound clearly isn't MIDI" Yes and no. We're not talking about General MIDI as in "let's play a .mid file", but MIDI the protocol that sends musical notes to a synthesizer. The actual audio is coming out of a realtime software synthesizer (you might call it "virtual analog") that's part of the Kkrieger code, and MIDI is only used to store the musical score. I chose MIDI back then because that enabled us to use a normal audio tool (DAW) for creating the audio with the synthesizer running as a plugin. Export a .mid file from it, add the synth code and the sound bank, enjoy the music and sound effects. "Where are those guys now?" We exist, living our lives, all outside actual game development nowadays (because we wanted to have lives), but still quietly working away on various things that you might or might not have seen. Some of us are still active in the demoscene, and we're all fine, thank you :)

1.2K |

@gamergod9182

3 years ago

Draw hundreds of unique textures and your game will fit on a CD. Write a game that can draw its own textures and it will fit on a floppy. Honestly kinda brilliant.

5.5K |

@Gameplayer55055

2 years ago

Old times: 96kb FPS Nowadays: 100mb calculator app

2.3K |

@Phhase

2 years ago

So the reason it's so small, is that it's not a game at all - it's the instructions to create the game. A dream of a game, plugged into reality. Amazing.

679 |

@Scalibq

3 years ago

Actually, although the music score is MIDI, it does not just send MIDI commands to the sound card. There's an entire softsynth in the Farbrausch engine, so basically the sound is pretty much like the visuals: generated procedurally via algorithms.

1.6K |

@quite1enough

2 years ago

2004: Here's a 96kb fps game for you 2021: Here's day one 100gb patch which does nothing

2K |

@larsmuldjord9907

2 years ago

2:28 I was there in person when they ran this demo. The entire place was stunned. Everything before it suddenly felt obsolete. I remember it just going on and on and on with these complex 3D scenes that even had animation in them. And a fantastic soundtrack to boot. With every new scene it felt like I was watching real magic happening right before my eyes. I am SO glad I was there to experience it.

1.2K |

@smithwillnot

2 years ago

I remember one of local magazines writing an article about: "a game which is smaller than it's screenshot" must have been this game since I don't remember details...

233 |

@xliquidflames

3 years ago

I'm always amused by how these small teams are like the geek version of a band. Everyone has an specialization. And once in a while, the right combination of personalities, expertise, and tastes come together in their spare time in a garage somewhere to make something amazing.

685 |

@stevenschiro1838

3 years ago

Then: Look at all these games that we optimized and worked around our limitations. Now: Call of Duty is 200GB

2.1K |

@ZeoWorks

3 years ago

Impressive, it looks like the video game that would play in the background in any early 2000's movie. :)

2K |

@Nesisorator

2 years ago

putting a .point before everything is exactly the edginess I expected from the early/mid 2000 era

979 |

@freddiejohnson6137

3 years ago

I can imagine others that turned up at that show with their 96kb games then just wanted to disappear after seeing this. As this is mind blowing.

217 |

@CCCW

3 years ago

The german demoscene just got named as one of UNESCO's cultural heritages a month a go. Nice!

1K |

@pity4777

2 years ago

I must admit having a screenshot from a game contain more data than the game itself is kind of poetic. Its like an abstraction of the holographic principle

39 |

@Permaviolet

3 years ago

Wow, so for the textures they literally created a miniature version of Substance Designer working in real time *IN 2004*. That is incredibly impressive

525 |

@Cameraville

3 years ago

that’s was the most accurate transition to the year 2000 that I have ever seen

391 |

@d_vibe-swe

3 years ago

I was at The Party 2000. We released our 64k intro called Grid 2 there for the Amiga AGA systems. It also contains a lot of precalced data.

244 |

@Slash27015

2 years ago

I remember back in 2009 or so, I was at a LAN party called "the sleepless lan", and breakfast cost $20 extra ontop of the ticket price.. A friend of mine wanted to just pay, but I said hold on.. We went to a local store and bought some bread, then placed it ontop of my GTX275 before launching the "8kb demo" file, cranking temperatures inside up to 85 celcius.. It took about 15 minutes before we had crispy toasted bread to melt cheese ontop. Good times, had a lot of nerds arrive and comment on how I was going to damage my top of the range graphics card and that we were mad etc, but everything went well and the bread was delicious.

359 |

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